12 Multimodal Excitatory Interfaces 239
unresponsive as objects tend to cluster together as a consequence of the constraints
created by walls. I t is only through the spring force that the mass of the balls enters
the dynamics calculations, although a more realistic system could include a mass
term in the friction computation.
12.4.4 Impacts
Feedback events are generated only when the balls collide with the walls of the
device “box”. These impacts trigger sample playback on both the vibrotactile and
audio devices. I nter-ball collisions are not tested for. Wall collisions are inelastic,
transferring some kinetic energy to the wall, and the remainder to rebound. The
rebound includes directional jitter – simulating a slightly rough surface – to reduce
repetitive bouncing.
12.5 Message Transformation
Each of these impacts is intended to communicate information about the message
with which it is associated. Due to the limitations of the haptic transducers, the
vibrotactile feedback varies in a very limited way; it largely serves as an indicator
of presence and gives an added degree of realism. The properties of each message
are instead sonified, modulating the impact sounds to reveal meta-data. This meta-
data is intended to summarize the contents of the inbox in a way which maintains
user privacy (other listeners will not obtain significant personal information) and
can be presented extremely rapidly.
Several transformations are used in the sonification process. The simplest trans-
formation involves linking the mass of each ball to the length of the SMS message.
Longer messages result in heavier balls with appropriate dynamics and suitably
adjusted resonances. The most important feature is association of impact “material”
to the output of a classifier which identifies language styles within the message. This
is similar in nature to the language model-based sonifications used in the speed-
dependent automatic zooming described in [3]. This aims to give an interacting user
some sense of the content or style of the messages rapidly, without visual display or
laborious text-to-speech output (which also has obvious privacy issues). The identity
of the message sender and relative time of arrival of the messages are also displayed,
by directional filtering and a rhythmic display, respectively. The impact sounds are
also panned according to the site of the impact; however, this is useful only when
the device is used with headphones.
12.5.1 PPM Language Model
The language modelling involves multiple partial-predictive-match (PPM) models
[1, 2]. These code text very well, approaching the theoretical maximum compression
for English texts (see [17]). Figure 12.5 gives an overview of the process. Each class